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-DGF-Q-

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About -DGF-Q-

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  1. maybe u already know the problem ... tanks r able to lock inf and vehicles by clicking with the right mouse button (by default) through the landscape ... this creates an unfair opportunity as u may not need 2 see the unit by yourself in order to know about its position ... u just have to click madly across your screen ... even more locking units goes behind visibility range ... that means you may know about a units position before being able to see it in reallity ... ok thats it ... just to give you a little info about it; one possible solution may be introducing new addons(units) with the same data as the original ones but disabling the locking/targeting ability ... the problem is by now that i'm not very familiar with the part of ofp ... so i'm not sure what really enables targeting itself ... (as some weapons r able to lock (sabot/heat/aa) and some r not (law/any little inf weapon) ... by searching the config.bin and various addons it think i found the relating variables ... irLock=0 / 1 airLock=0 / 1 (laserLock=0 / 1) canLock=0 / 1 / 2 (maybe the important ones) but i couldnt find any description about these or (almost) any other variables - so if so would be able to tell me sth about these or giving me a link to some kind of reference (?), i'd be very! grateful about that - and my second problem is, if these r the ones, how i am able to impliment them into the game ... as i said in the beginning maybe creating clones of the original units and only editing the appropriate section (making new addons) would be the best solution, but maybe so could explain me how to do that (?) ... and maybe the second solution would be editing the config.bin itself ... but im not really sure if thats possible ... finally can u include units changes somehow in missions itself (?) ... regards and very much thx 4 your help! [iT|Q]
  2. maybe u already know the problem ... tanks r able to lock inf and vehicles by clicking with the right mouse button (by default) through the landscape ... this creates an unfair opportunity as u may not need 2 see the unit by yourself in order to know about its position ... u just have to click madly across your screen ... even more locking units goes behind visibility range ... that means you may know about a units position before being able to see it in reallity ... ok thats it ... just to give you a little info about it; one possible solution may be introducing new addons(units) with the same data as the original ones but disabling the locking/targeting ability ... the problem is by now that i'm not very familiar with the part of ofp ... so i'm not sure what really enables targeting itself ... (as some weapons r able to lock (sabot/heat/aa) and some r not (law/any little inf weapon) ... by searching the config.bin and various addons it think i found the relating variables ... irLock=0 / 1 airLock=0 / 1 (laserLock=0 / 1) canLock=0 / 1 / 2 (maybe the important ones) but i couldnt find any description about these or (almost) any other variables - so if so would be able to tell me sth about these or giving me a link to some kind of reference (?), i'd be very! grateful about that - and my second problem is, if these r the ones, how i am able to impliment them into the game ... as i said in the beginning maybe creating clones of the original units and only editing the appropriate section (making new addons) would be the best solution, but maybe so could explain me how to do that (?) ... and maybe the second solution would be editing the config.bin itself ... but im not really sure if thats possible ... finally can u include units changes somehow in missions itself (?) ... regards and very much thx 4 your help! [iT|Q]
  3. -DGF-Q-

    Public master server for ofp:r

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ July 05 2002,14:28)</td></tr><tr><td id="QUOTE">You play through an in-game browser. The only thing that you will notice from gamespy is a small logo. I agree that ASE beats GameSpy, but an ingame browser beats both.<span id='postcolor'> nope sorry 2 say; ase offers buddylist and favourites with saved passwords; ase is much clearer, practical and faster; espacially 4 clan players with many password protected server ase isn't exchangeable vs the ingame lobby; bis plz support ase, plz
  4. -DGF-Q-

    When will the new dedicated server be released?

    i think it DOES care, although i've already bought resistance, not releasing at patch for ofp containing the netcode improvements, the new lobby and maybe some more things like the "drop weapons/magazines" would be very bad for the community, as either every1 has 2 buy resistance or the community would be splitted, which means less players, espacially grave 4 ofp clans, i'd say; although the problems wouldn't be solved completly as some people/clans like 2 play with the new addons (units/guns) and chiefly dont want 2 renounce on the new island; well i dont think that bis is going to allow to let these addons get offered freely in the net; hm maybe u've got certain ideas or just have sth. 2 say about this situation, feel free to take part in this discussion - which is very important, i think; mfg (an offical statement to the patch or this situation is appreciated - thx)
  5. -DGF-Q-

    Few things to make the new lobby a easier

    in addition, some favorite server option would be great; many people are used to play on few certain servers, especially for clanplayers; maybe it could be realized through adding a third option button in the mp lobby - "favs"; by clicking the button u sould be able to see your fav-servers, pinged and scaned (ppl and map) in that moment; also there had to be a "add-to-favs" button, where u may add these servers by entering ip, port and pw; finally these servers should be saved im some sort of config, in order to edit it yourself (with notepad 4ex);
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